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If is slow my mainloop down and force it to call beginFrame at most once every 1/60th of a second, the input delay is improved significantly, but still worse than a web browser. |
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Looks like you are stuffing the display queue, which will cause those delays. You should instead schedule your frame using the platform's vsync signal. |
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I'm debugging some pretty significant input delay which seems on the order of ~100 ms or more. This may not sound like a lot, but it's very noticeable if you compare the scroll responsiveness of even something like the web browser.
My app is using the signal from
renderer->beginFrame(...)
to schedule frames and it appears as if several (8-ish?) frames are drawn exremely quickly, then the frame time settles to the screen refresh of 60hz. I've tried this on Macos (intel, Metal) and Manjaro Linux (Vulkan & OpenGL, but I can't remember which I used last) with similar behavior: lots of input delay.The scrolling window is using ImGui and I'm also wondering if there's additional delay after calling
setBuffer[At](...)
before those results are actually rendered. How many frames does it usually take to sync vertex buffers to the GPU on desktop?So my two questions:
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